1. To provide a versatile terrain material to simulate various types of natural substances, like sand, rock, vegetation and snow.2. To provide a faked representation of advanced material features like Bump, specularity, ambient occlusion, and grain (roughness)3. We can use mask input to apply multiple materials with different properties to the world.4. To have two methods for every parameter, the traditional coloring methods and file inputs.5. To go for realistic looking materials fast.

grain is simple, just use a high frequency noise and a perlin cloud, and combine them as a mask. use that for color distribution. about bump i'm not sure just yet. I'll get the specifics here as soon as I get my machine back from wm

So maybe add multiple selectors to one chooserThen have a advanced perlin( because its parameters) to choose between the twoAnd have the selectors have colorizers(made specially for this macro) attached to themAnd do a pull up on both lines so when theres no files selected it lets you choose colors?

Since we are working for a material rather than a coverage map, selector can be inserted in input ports or masks. I'll get back tomorrow on this, it's 2 am here. Maybe when I try something on this line I can be more helpful.

You did ask for an idea! I've had this one since I started texturing thread http://forum.world-machine.com/index.php?topic=2537.0 . I realized while working that texturing is impractical in world machine, due to lack of texturing tools. That was when I started experimenting with a procedural material concept. But since I'm not as experienced with macro parameters and such, I figured you would have a better chance at implementing this one.

Alright then you need to tell me alot about how you did some thingsAnd we have to figure out a way to make at least 2 materials happenIn one macro so you have option to blend those layers like photoshopAnd get it to shoot it to the next and have that overlay on top of the next So you can make any material you want

Better idea would be to keep the macro focused on just one material, blending can be done the traditional way outside the macro. For example, let the macro produce a single sand material (let that be as complicated as you like, but keep parameters for the user simple), then use that with deposition or flow mask, such that for all purposes, it's a file texture!